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Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910790467103321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910799920803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910814095803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started with Lumion 3D / / Ciro Cardoso
Getting started with Lumion 3D / / Ciro Cardoso
Autore Cardoso Ciro
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (134 p.)
Collana Community experience distilled
Soggetto topico Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-84969-950-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: What is Lumion?; Lumion background; Why use Lumion?; What can we get from Lumion?; Differences between the several versions of Lumion; Importing our 3D models; Workstation specifications; Lumion's 3D interface; A look into the New tab; Exploring the Home tab; The Examples tab; The Load scene and Save scene tabs; The Import full scene and Export full scene tabs; Quick start; Importing the model; Working with Layers; Applying materials; Controlling the weather
Changing the landscapeAdding objects; The Photo mode; The Movie mode; Saving your scene; Summary; Chapter 2: Preparing the Scene; Need help with modeling?; Modeling for visualization; Preparing CAD drawings; Modeling with SketchUp, 3ds Max, and Maya; The importance of detailing; Adding detailing using bevel edges; Adding detailing; Using additional models; The importance of materials; Common issues; Summary; Chapter 3: Creating Materials; Lumion materials; The Properties menu; Placing the texture; The Textures and Advanced options menus; The Custom menu; The Invisible material
The Landscape materialCreating materials in Lumion; Summary; Chapter 4: Working with Lumion; What is COLLADA?; Exporting from SketchUp; Exporting from 3ds Max; Exporting animations; Exporting from other 3D software; Working with Lumion; Summary; Chapter 5: Building the Environment; Modeling the landscape; Sculpting the landscape; Modifying the terrain; Creating a heightmap; Changing the landscape's material; Adding a water plane; Creating an ocean; Setting up the weather; Populating your scene; Adding trees, people, and other models; Using sounds; Special effects; Summary
Chapter 6: Preparing the RenderThe key aspects of composition; The importance of framing; The rule of thirds; Exporting an image with the Photo mode; Creating a video with the Movie mode; Summary; Chapter 7: Post Production; Post production; Working with an image; Working with layers; Using different blending modes; Adding the specular map; Accurate selection with material ID; Adding contrast using a lighting map; The sky alpha map; The importance of adjustment layers; Working with Curves; Applying lens effects; Chromatic aberration with Photoshop; A little bit of sharpness; Depth of field
Final touch with noise and vignetteSummary; Index
Record Nr. UNINA-9910453545003321
Cardoso Ciro  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HLSL development cookbook [[electronic book] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11
HLSL development cookbook [[electronic book] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11
Autore Feinstein Doron
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (224 p.)
Disciplina ELECTRONIC BOOK
Soggetto topico Computer graphics
Rendering: computer graphics
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1849694214
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462931803321
Feinstein Doron  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HLSL development cookbook [[electronic resource] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
HLSL development cookbook [[electronic resource] ] : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
Autore Feinstein Doron
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (224 p.)
Disciplina ELECTRONIC BOOK
Soggetto topico Video games - Programming
Computer graphics
Three-dimensional display systems
ISBN 1-84969-421-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910786945003321
Feinstein Doron  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
HLSL development cookbook : implement stunning 3D rendering techniques using the power of HLSL and DirectX 11 / / Doron Feinstein
Autore Feinstein Doron
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (224 p.)
Disciplina ELECTRONIC BOOK
Soggetto topico Video games - Programming
Computer graphics
Three-dimensional display systems
ISBN 1-84969-421-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- HLSL Development Cookbook -- Table of Contents -- HLSL Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Forward Lighting -- Introduction -- Hemispheric ambient light -- Getting ready -- How to do it... -- How it works... -- Directional light -- Getting ready -- How to do it... -- How it works… -- There's more… -- Point light -- Getting ready -- How to do it... -- How it works… -- Spot light -- Getting ready -- How to do it... -- How it works… -- Capsule light -- Getting ready -- How to do it... -- How it works… -- Projected texture - point light -- Getting ready -- How to do it... -- How it works… -- Projected texture - spot light -- Getting ready -- How to do it... -- How it works… -- Multiple light types in a single pass -- Getting ready -- How to do it... -- How it works… -- There's more… -- 2. Deferred Shading -- Introduction -- GBuffer generation -- Getting ready -- How to do it... -- How it works... -- There's more... -- GBuffer unpacking -- Getting ready -- How to do it... -- How it works… -- Directional light -- Getting ready… -- How to do it... -- How it works… -- Point light -- Getting ready -- How to do it... -- How it works… -- Capsule light -- Getting ready… -- How to do it... -- How it works… -- Spot light -- Getting ready -- How to do it... -- How it works… -- 3. Shadow Mapping -- Introduction -- Spot light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more.
Point light PCF shadows -- Getting ready -- How to do it... -- How it works... -- There's more… -- Cascaded shadow maps -- Getting ready -- How to do it... -- How it works… -- PCF with varying penumbra size -- Getting ready -- How to do it... -- How it works… -- There's more… -- Visualizing shadow maps -- Getting ready -- How to do it... -- How it works… -- 4. Postprocessing -- Introduction -- HDR rendering -- Getting ready -- How to do it... -- How it works... -- There's more… -- Adaptation -- Getting ready -- How to do it... -- How it works… -- There's more… -- Bloom -- Getting ready -- How to do it... -- How it works… -- Distance depth of field -- Getting ready… -- How to do it... -- How it works… -- Bokeh -- Getting ready -- How to do it... -- How it works… -- 5. Screen Space Effects -- Introduction -- Screen space ambient occlusion -- Getting ready -- How to do it... -- How it works… -- Lens flare -- Getting ready -- How to do it... -- How it works… -- There is more… -- Screen space reflections -- Getting ready -- How to do it... -- How it works… -- Screen space Sun rays -- Getting ready -- How to do it... -- How it works… -- 6. Environment Effects -- Introduction -- Dynamic decals -- Getting ready -- How to do it... -- How it works… -- There's more… -- Distance/Height-based fog -- Getting ready -- How to do it... -- How it works… -- Rain -- Getting ready -- How to do it... -- How it works… -- Index.
Altri titoli varianti High-level Shader Language development cookbook
Record Nr. UNINA-9910823506103321
Feinstein Doron  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
I3D 2017 : proceedings, 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games : San Francisco, California, USA, February 25-27, 2017 / / general chairs, Adam Bargteil, Kenny Mitchell ; sponsored by ACM SIGGRAPH
I3D 2017 : proceedings, 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games : San Francisco, California, USA, February 25-27, 2017 / / general chairs, Adam Bargteil, Kenny Mitchell ; sponsored by ACM SIGGRAPH
Pubbl/distr/stampa New York : , : ACM, , 2017
Descrizione fisica 1 online resource (161 pages)
Disciplina 794.8
Soggetto topico Video games
Computer graphics
Three-dimensional display systems
ISBN 1-4503-4886-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Interactive three dimensional 2017 : proceedings, 21st Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive 3D Graphics and Games : San Francisco, California, USA, February 25-27, 2017
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Proceedings of the 21st Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive three dimensional Graphics and Games
Record Nr. UNINA-9910376442703321
New York : , : ACM, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium
IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium
Pubbl/distr/stampa New York : , : IEEE, , 2018
Descrizione fisica 1 online resource (145 pages)
Disciplina 621.3815422
Soggetto topico Three-dimensional display systems
ISBN 1-5386-4655-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910251443603321
New York : , : IEEE, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium
IC3D : 2017 International Conference on 3D Immersion : proceedings : 11-12 December 2017, Brussels, Belgium
Pubbl/distr/stampa New York : , : IEEE, , 2018
Descrizione fisica 1 online resource (145 pages)
Disciplina 621.3815422
Soggetto topico Three-dimensional display systems
ISBN 1-5386-4655-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996280898303316
New York : , : IEEE, , 2018
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui